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Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".

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Hi there!

Maybe I should start with some rambling about why I've been dormant for so long, but I want to jump right into the details of the latest I Am Overburdened update I've just released. I'm leaving the boring bits to the end ;) !

Update

Version 1.2.1. has a plethora of changes, but most of these are fixes, tunings and other tiny additions. All in all it is not THE huge content update I've been teasing, but it has a bunch of nice things I hope many will appreciate.

The game has been localized to German ( ...) and Spanish ( ...). With this second set of official translations the game now supports 7 languages :O ! Hopefully this way even more players will be able to enjoy the wacky descriptions and dialogues :) I would love to add even more in the future, but I can't make promises yet as these take time and money. Will try my best.

Special thanks to the translators for their work:
Nico Weiß (canemus): German, Juan Buleo (PsychoKurt): Spanish

Mouse and UI

When I Am Overburdened launched it lacked proper mouse support. I patched-in this feature shortly after and I tried upgrading it ever since, but there are still a few ideas left worth pursuing.

Book graphics and controls


The menu book graphics were improved with a simple trick and all the screens received separate "Back" and "Close" buttons. This way it is way easier to navigate them (some menu "stacks" were quite deep) + now it is possible to move around with only the left mouse button easily.

In-game UI


There is a new book icon under the health-bar for opening the menus. Again this allows left mouse button only navigation during play.

Inn renovation


The same way the user interface needed some changes to better support controlling the game with mouse only, the inn had to be updated a bit to accommodate. I added a journal next to the innkeeper which can be used to access the main menu.

Stash confusion


Many players claimed that they did not notice the "Stash" in the inn and had no idea about collecting starting items. Mea culpa, this was a big design error on my end. Now when it has items in it there is a smoke effect triggered when entering the inn similar to the ones accompanying other unlocks and play variants. Hope this helps in discovering the unlocked starter items.

Bug-fixes and tweaks

Besides adding new languages a lot of localization fixes found their way into the game. Layouts of the menus were changed a little to make translated content better fit them. I also increased the item pickups notification time for longer fluff texts as translators suggested.


A small balance change was applied too. The luck penalty on nightmare difficulty has been decreased to 3 from 5. It is not a heavy impact modification, but it does make nightmare an itsy-bitsy less luck based.

Path-finding


I made a mistake in the underlaying path-finding system which caused a rare but weird issue when controlling the player with the mouse. Fixed!

That is all for this update, but soon more will follow!

So what's up?

Sadly In the last six months I had to face a lot of difficulties (financial, personal and housing/moving related). Due to this I left the game hibernated and as a result its community dwindled :(

I really wish to do a 180 on this. I'm going to have free time for making updates in the upcoming months and I already re-organized my TODO list and plans. I'm also working on a somewhat "new" project pretty closely related to I Am Overburdened ;)

To sum it up, I really had neither time, nor money or energy to work on the game. Thankfully it looks like now I'm on track to complete updates I've been dying to deliver for months now :)

Thanks for taking the time to read my post.
Stay tuned!

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Comments  (0 - 10 of 33)
Jdawgg25
Jdawgg25

I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com

I will be uploading more projects there later over time. Happy Coding :-D

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Jdawgg25
Jdawgg25

Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com

Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.

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Jdawgg25
Jdawgg25

With MonoGame 3.4 (which is the continuation of XNA 4.0) for Visual Studio 2015, it is now possible to create a game for Universal Windows Platform (UWP). This also makes it possible to get your XNA project to run on Windows 10 with UWP. Since the Xbox One dev kit supports UWP, it might also be possible to get a MonoGame project running on it.

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CakeKing64
CakeKing64

Awesome :P

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Jdawgg25
Jdawgg25

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

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Arethrid
Arethrid

Interesting but what about the performance? I persume it would drop radically under such conditions.

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Jdawgg25
Jdawgg25

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

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Arethrid
Arethrid

(Sorry for the double post. I didn't realize that I was logged out)

No problem. Yes, I was referring to the graphics performance.
You mentioned DrawUserPrimitives(). So far I have only used it in 3D with Vector3. Do you use DrawUserPrimitives in 2D as well? If so are you still using a Vector3 and just projecting 3D data on an orthographic view? Do you know if vector2 can be used with vertecies and triangles?
Thanks.

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Jdawgg25
Jdawgg25

For drawing primitives in 2D, you really just need to know what to tell the system to make it work. Check out this great tutorial for more information. I hope it will further answer your questions as it has helped me.

Bit-101.com

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Arethrid
Arethrid

I checked the link you posted, after seeing it I remembered that I checked the same blog long ago (might be a couple of years ago). Turns out the author is talking about what I was refering in my comment. Projecting Vector3 vertecies on an orthographic view. It was good to read it again. Thanks a lot for the reply and the link.
Cheers!

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DonBre
DonBre

nice! :D

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It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.

Jul 14 2012 by atsebak

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